at http://user.tninet.se/~xir870k . All engines are updated with many features/fixes, e.g. GL-engines have support for external model/sprite textures in three engine styles, major improvement of shadow rendering (now in NehQuake too) and transparent entity support in GLQuake.

GL-engines now also offer better model interpolation when playing back demos and improved sprite rendering. NehQuake has improved handling of transparent entities and better support for running non-Nehahra mods.

There's also a lot more support for troubleshooting QC issues, e.g. tracking where edicts are spawned/removed or controlling edict re-usage. Server speed has been optimized when running physics intensive paks.

TxQBSP now has func_group support and TreeQBSP has an important clipnode fix. Please see readmes for details (for engines now also with more easily readable sections) and there's also a new ToolTips version.

Are you sure it doesn't run in a window that actually covers the whole screen without title and borders? It is supposed to look like fullscreen when you use the same res as the desktop (it's a feature ;).

Another idea is if you're actually running WinQ, in that case you need the -startwindowed option instead.

If you want to check out the new shadows more closely, I can recommend e.g. czg07c in the big area near the SK door. Get all the critters out in the open, slow down gameplay with host_framerate 0.015 and watch how the shadows follow the monsters.

For the new monster interpolation (cl_altlerp 2), check out e.g. the qd100qlite2 from SDA in slow motion, it's a beauty to follow the nice movements and tricks.

@enginecoders: before i start implementing func_glass for my mod: how can i detect if the engine supports .alpha via qc? func_glass shouldn't spawn on engines without the approriate support, of course. [.alpha is ignored by (eg) fitz080, so there's no problem with monster/item models... i tested that]

support for the checkextension extension as of now. Alpha and fullbright flags are supported like in NehQuake, i.e. automatically. I'd suggest not using that for alpha, since the only drawback for an engine that doesn't support it, is that the surface becomes opaque.

This is very different from other extensions like FRIKFILE, where the engine will abort immediately if one of the unsupported builtins is called.

I notice a weird "dead monster dropping/jittering when entering a room with dead monsters . It's hard to describe.
Grab this savegame:
http://www.quaddicted.com/stuff/quick.sav When I load it I see the dead fiends drop to / moving on the floor infront of me.